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Autodesk® 3ds Max®
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Velvet shader is based on the shader by Stephen H. Westin. The shader is an attempt to capture the phenomenological effects that occur with velvet materials. The shader captures
the rim like fuzz that is usually…
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Posted: Sep 10, 2008
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Published by: migusan76
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Comments:
3
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Single Scatter shader is based on the research paper "Analytic Approximations for Light Transport in Volumetric Materials". The shader is based on single scattering
approximations to mimic scattering of light within a…
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Posted: Sep 03, 2008
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Published by: migusan76
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Comments:
4
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The Rim Shader computes a specular term that boosts the highlights at the glancing angles. Easily giving the rim effect mostly common to 3 point lighting in films. Gives you
better artist control on your shader, without…
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Posted: Aug 31, 2008
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Published by: migusan76
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Comments:
3
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Oren Nayar shader is based on the research paper "Generalization of Lambert's Reflectance Model". The shader is based on a more physical approach to shading rough surfaces, and
considers rough surfaces to have…
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Posted: Aug 21, 2008
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Published by: migusan76
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Comments:
2
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The Lafortune shader is based on the renderman shader by Stephen H. Westin and the research paper Non-linear approximation of reflectance functions. The shader introduces a new
class of primitive functions with…
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Posted: Aug 21, 2008
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Published by: migusan76
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Comments:
0
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Gooch Cell Shader Implementation. The shader is based on traditional technical illustration, rather than photo-realistic shading. It renders an object with a hue and value shift
rather than traditional shading models…
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Posted: Aug 21, 2008
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Published by: migusan76
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Comments:
1
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